Fantastic stuff, very innovative system.
Kosterix
Creator of
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lol we live and learn.
it's actually common practice in IT to throw away prototypes. The idea being that you are not tempted to stick with the old, obsolete design, and green field is more attractive.
Intermezzos after 25 50 100 250 500 1000 drop a little intermezzo piece of lore, give the sine wave a name and a purpose (find a soul mate perhaps)
It took a few tries to figure out that holding the mouse button stops the wave and your score is not the blocks you avoid but the sine waves you complete.
I dunno, I'm not into memoryless skirmish mobile games at all, but
I associate sine waves with color frequencies, so maybe give the past wave a color.
Varying the width (bandwidth) could also give some variation.
Every 10 blocks avoided gives you a bomb. Otherwise it's for a target audience that always wants the same.
Product was full of typos and mistakes, they couldn't even get the date right. I'm not talking about skipping weekends but even the most basic things they got wrong. New editions - they never learn from past mistakes.
Then the usability, the resolution of day x should be on the next page, not the current. Constantly need to flip back and forth. The holder should provide for storing the dice. It's such a shoddy, superficial product I won't ever back them ever again. It's great to make mistakes but if you don't want to learn I have no business with you.